Outposts

A square on the 4th, 5th, or 6th rank protected by your pawn that cannot be easily dislodged by enemy pawns.

Why it matters

An outpost is a square in enemy territory that your pawn defends and no enemy pawn can attack. A knight on one is often the best piece on the board, because it cannot be chased away — only captured, and capturing it usually costs a bishop.

It is the clearest example of a lasting advantage. Pieces move; a square does not, and a square that no pawn can challenge belongs to you for the rest of the game.

See it on a board

The knight on e5 is defended by the d4 pawn, and Black has no d- or f-pawn left to challenge it. It will sit there for the rest of the game.

Checked: the position really has the feature described.

How to play it

  1. Find squares on the fourth, fifth or sixth rank that one of your pawns defends.
  2. Check that no enemy pawn can ever attack that square — if a pawn can come, it is not an outpost.
  3. Put a knight there, and be ready to recapture with a pawn if it is traded, which keeps the square.

At each level

The same idea, said the way it is taught at each age.

Knight · ages 4–6

A knight is strongest when a pawn protects it and no enemy pawn can chase it. Look for that square before you move the knight anywhere.

Rook · ages 6–9

Outposts are worth manoeuvring for. A knight that takes three moves to reach e5 is usually better spent than one developed quickly to a square where it can be kicked.

What goes wrong

  • Calling a square an outpost when an enemy pawn is still two moves from attacking it.
  • Putting a bishop on an outpost. Bishops do not need protection from pawn attacks; knights do.

Questions people ask

Which piece belongs on an outpost?
A knight, almost always. It is the piece that gains most from a square it cannot be chased from, and the piece that suffers most when it has nowhere to stand.

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